No, that is just how you prefer to play.Khyron wrote: Bots should not be in combat situations. That is part of the challenge of the game.
Robots should understand combat drops.
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Re: Robots should understand combat drops.
Re: Robots should understand combat drops.
No, I'm speaking strictly in terms of how the game is currently configured. It is disadvantageous to risk your logistics and construction drones in a combat situation. Similarly, it is disadvantageous to risk most other player constructions, such as an inserter or assembling machine. The game provides other objects for protection, such as walls and turrets.Adamo wrote:No, that is just how you prefer to play.
Losing drones is counter to the objective of the game. You are of course free to risk them as you see fit, whether rationally (for some grander purpose) or irrationally.
Therefor what you're asking for is a game balance change. That it is an outright advantage for the player is not a justification for the change. That would be no more valid than stating that the player should only take half as much damage from biters. It is unsubstantiated. You continue to avoid explaining why you think this change is needed, and evidently from the other responses in this thread it is not a commonly held belief that there is a problem in this area.
Re: Robots should understand combat drops.
And this is just how you prefer to play.Adamo wrote:No, that is just how you prefer to play.Khyron wrote: Bots should not be in combat situations. That is part of the challenge of the game.
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Re: Robots should understand combat drops.
Except in a combat situation, you often don't get them, the drones come in one by one and get killed before any of them can give you anything.keyboardhack wrote:Why is this needed. Is it not preferable to get the items when they are ready instead of in bulks?
Last edited by bobingabout on Fri Jan 09, 2015 3:49 pm, edited 1 time in total.
Re: Robots should understand combat drops.
I doubt basic robots should get any better than they are, the already have too much magic in them considering what they are.
Moving items in batches rather than one by one could be achieved by simply splitting request slider in two:
1. If number of items is below the limit defined by first one - start requesting.
2. If the number of items is above the limit set by second slider - stop requests.
If robot group splits because some of the items are accessible nearby and some are far away, that the player's planning mistake.
In this respect, the ability to tweak coverage zones of roboports and logistic network connections would be nice.
Anything related to non-combat robots performing combat drops, like sending multiple builders to the same ghost so that at least one of them gets through, is highly questionable.
Moving items in batches rather than one by one could be achieved by simply splitting request slider in two:
1. If number of items is below the limit defined by first one - start requesting.
2. If the number of items is above the limit set by second slider - stop requests.
If robot group splits because some of the items are accessible nearby and some are far away, that the player's planning mistake.
In this respect, the ability to tweak coverage zones of roboports and logistic network connections would be nice.
Anything related to non-combat robots performing combat drops, like sending multiple builders to the same ghost so that at least one of them gets through, is highly questionable.
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Recently I did a mod tutorial.
I also update mods, some of them even work.
Recently I did a mod tutorial.
Re: Robots should understand combat drops.
You will find that my suggestions regarding robots have a general theme of moving us away from magic. There's no reason to use magic, in my view, when simple decision making algorithms can serve better while also being more realistic.Adil wrote:I doubt basic robots should get any better than they are, the already have too much magic in them considering what they are.
I'm not discussing my play style. I am suggesting an additional behavior for robots.immibis wrote: And this is just how you prefer to play.
It seems silly to settle on a configuration during an alpha, when it's already stated that much of the behavior is stopgap, and will be replaced with a more well-thought-out behavior in a later development cycle.Khyron wrote:No, I'm speaking strictly in terms of how the game is currently configured.
There is always risk, but with this small tweak, that risk can be somewhat mitigated, allowing for greater strategic possibilities. It really seems you are stuck on your play style and refuse to view this with an open mind. I can only hope that the developers are not so stubborn.Khyron wrote:It is disadvantageous to risk your logistics and construction drones in a combat situation.
Yes, and these should be used for protection. I am saying that the bots should behave better when they encounter a combat zone, not that they should be used for defense (although, if someone wanted to use them for defense, and found a way, more power to them).Khyron wrote:The game provides other objects for protection, such as walls and turrets.
Agreed. This is why bots should have better behavior in combat zones.Khyron wrote:Losing drones is counter to the objective of the game. You are of course free to risk them as you see fit, whether rationally (for some grander purpose) or irrationally.
Yes, I see no reason it couldn't be viewed this way. Are you suggesting that balancing regarding logistic robots is decided and closed, already? It's an alpha.Khyron wrote:Therefor what you're asking for is a game balance change.
To be clear, I am not suggesting that multiple bots be put on the same job. I am suggesting that when a bot encounters a combat zone, it should know to group with other bots, so they enter the zone as a group, rather than one at a time.Adil wrote:Anything related to non-combat robots performing combat drops, like sending multiple builders to the same ghost so that at least one of them gets through, is highly questionable.
Yes, exactly.bobingabout wrote:Except in a combat situation, you often don't get them, the drones come in one by one and get killed before any of them can give you anything.
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Last edited by Adamo on Sun Jan 11, 2015 8:42 am, edited 2 times in total.
Re: Robots should understand combat drops.
With iterative development you only make changes where they're needed.Adamo wrote:It seems silly to settle on a configuration during an alpha, when it's already stated that much of the behavior is stopgap, and will be replaced with a more well-thought-out behavior in a later development cycle.
That is not a reason. It is a conclusion without supporting evidence.Adamo wrote:Agreed. This is why bots should have better behavior in combat zones.Khyron wrote: Losing drones is counter to the objective of the game. You are of course free to risk them as you see fit, whether rationally (for some grander purpose) or irrationally.
TBH I'm done with this thread. Until you give practical evidence of why this change is needed the discussion won't move forward. I'm quite sure that any situation where a group of drones needs to fly to a certain small area which has enemies nearby is a problem of the player's making.
- If the drones are moving items to or from a chest, or to the player: the area should have been defended with walls/turrets. The player has made a decision not to build walls/turrets and is now suffering the consequences.
- If the drones being use offensively to build structures near a biter nest: the player is engaged in an activity which the devs have stated they want to discourage or prevent. There's nothing to stop the player making a calculated risk that such an activity is the best way forward, but requesting changes that make that activity more favourable is clearly not a direction the devs want to take the game.